Zero Sievert Ballistics
Ammo Penetration & Damage Calculator
Surviving the Wasteland: Ammo Matters
In Zero Sievert, carrying the wrong ammo is a death sentence. A simple Hunter with a Mosin can one-tap you if you aren't wearing high-tier armor, and your fully modded AKM is useless against a Kibba-style boss if you are shooting PS ammo into Class 5 armor.
💡 The Rule of 10
To reliably penetrate armor, your ammo's Penetration Value should be at least 10x the Armor Class. For example, to defeat Class 4 armor, you generally want ammo with ~40 Pen or higher. Anything less results in damage reduction or complete ricochet.
Armor Class Tiers
- Class 1-2: Bandits, Ghouls, and Wildlife. Vulnerable to almost anything, including Buckshot and hollow points.
- Class 3: Standard Military Grunts. Requires standard AP ammo (e.g., PS, FMJ).
- Class 4: Hunters and Green Army. This is the mid-game wall. You need dedicated AP rounds (e.g., BP, BT) to compete here.
- Class 5-6: Bosses (Lazar, Arman) and Crimson Corporation. Only the highest tier ammo (M61, BS, Igolnik) will penetrate reliably.
High Flesh Damage vs. High Pen
Ammo like "Hydra-Shock" or "RIP" deals massive flesh damage but has zero penetration. This is the "Leg Meta." If you can't afford expensive AP ammo, aim for the legs. Armor in Zero Sievert currently covers the Thorax/Head heavily, but legs are often exposed.
Frequently Asked Questions
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